Dusk007, you forgot that Vulkan is simply OpenGL with Functionality of Mantle.
What if Metal will bring better gaming performance on OSX, than similar games on Windows? Have you thought of that?
No, it's not that simple. Vulkan in fact is based on Mantle, but it is not Mantle. There are differences. DirectX 12 and Metal have not relation to Mantle or Vulkan whatsoever, except conceptional similarities.Then I must've misread a bit about it. However, if Vulkan is only Mantle, then Metal is more robust version of it, with simplicity and ease of use. Because Mantle is the core of Metal, Vulkan, DirectX 12.
Rubbish. Khronos and AMD have openly stated that Vulkan is based in part on Mantle. The important words here are in part. And you'll find that there are even clear parallels in code between OpenGL and older versions of DirectX – none of these mean they have decended from Mantle.Of course there is. Mantle is just functional base for those APIs. Even codes for Mantle and DirectX are different only by 3 first letters. Documentation is quite similar too. Nobody wants to say this, but Khronos used Mantle as a functional base for Vulkan, same for Microsoft.
Because Mantle is the core of Metal, Vulkan, DirectX 12.
Of course there is. Mantle is just functional base for those APIs. Even codes for Mantle and DirectX are different only by 3 first letters. Documentation is quite similar too. Nobody wants to say this, but Khronos used Mantle as a functional base for Vulkan, same for Microsoft.
Rubbish. Khronos and AMD have openly stated that Vulkan is based in part on Mantle. The important words here are in part. And you'll find that there are even clear parallels in code between OpenGL and older versions of DirectX – none of these mean they have decended from Mantle.
That is not what I wrote, and meant. I know, what I know. You know, what you know. Lets leave it here, and move on.Rubbish. Khronos and AMD have openly stated that Vulkan is based in part on Mantle. The important words here are in part. And you'll find that there are even clear parallels in code between OpenGL and older versions of DirectX – none of these mean they have decended from Mantle.
I very much doubt that will happen. Windows gaming is how GPU vendors make money. There is a lot of extra optimisation in the Windows drivers to make particular games faster.
NVidia optimizes their driver code for one and all and sends the updated drivers to Apple to modify for OSX since Apple insists on being in control of the system drivers. It is not NVidia's fault that Apple doesn't give a crap on their end and doesn't do driver updates unless something is very broken.
I am afraid the reality can't work like this. Nvidia driver optimisation means that the driver detects that a particular games runs and then delegates it to a specialised driver module that has been developed by Nvidia to run that game faster.
Metal will alleviate much of the problem because it makes it very difficult for the developer to write slow drawing code. However, driver optimisations (esp shader replacements) will still be in place as long we have graphical APIs.
You're telling me that is the only type of optimizations NVidia ever does to their drivers?
Whatever updates they do do, Apple rarely implements any driver updates unless something is really broken.
They have shown little interest in updating OpenGL on a timely basis.
In general, Apple has shown an utter disdain for gaming.
And yet they are among the first to design and develop a next-gen graphics API that is specifically targeted to game developers. As well as a vast collection of helper libraries that handle tasks from texture loading to 3D mesh animation. Something does not add up here. A company that doesn't care about gaming probably wouldn't invest significant time and resources into creating sophisticated instruments for game creation. The tools they offer with 10.11 almost make DirectX look old.